96 lines
3.5 KiB
HTML
96 lines
3.5 KiB
HTML
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<html>
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<head>
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<meta name="GENERATOR" content="Microsoft FrontPage 5.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>World Spawn</title>
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</head>
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<body>
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<h1>World Spawn</h1>
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<hr noshade="noshade" size="1">
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<p>This is where you set the overall look for your map lighting. </p>
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<p>There are two ways to edit worldspawn settings. After opening a map in
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radiant, press the <20>n<EFBFBD> key. You can access the worldspawn settings and input
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values into the <b>key</b> and <b>value</b> boxes. </p>
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<p>The other (preferred by me) way is to open the map in a text editor and
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change the values that you find at the top of the page. </p>
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<p>By default, the lighting settings are empty. You can input them manually or
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just copy and paste from another map to get started. </p>
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<hr size="1">
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<h2>Direct Light</h2>
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<p>Direct light is basically anything that is in a direct sunlight. This is
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where most of the normal and specualar values can be seen. </p>
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<p><b>sunlight</b> </p>
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<p> </p>
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<p> </p>
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<ol type="a">
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<ol type="a">
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<ol type="a">
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<li><b>Sundirection # # #</b>: The axis are based on world space not local
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to the light. The first number is the north south axis. The second number
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is the up down axis. The third is the axis through the light and therefore
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usless.
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<ul>
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<ul>
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<ul>
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<ul>
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<li>0 0 0 --- light comes from the right</li>
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</ul>
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<ul>
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<li>90 0 0 --- light comes from the bottom</li>
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</ul>
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<ul>
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<li>-90 0 0 --- light comes from the top</li>
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</ul>
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<ul>
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<li>0 90 0 --- light comes from the top</li>
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</ul>
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<ul>
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<li>0 180 0 --- light comes from the right</li>
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</ul>
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</ul>
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</ul>
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</ul>
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</li>
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<li><b>sunlight #</b>: The brightness of the sun light. Values over 1 will
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be overbright.</li>
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<li><b>suncolor # # #</b>: there are 3 values to set for suncolor. Radiant
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uses a range from 0-1 instead of 0-255. <br>
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you can pick the rgb values you want and then divide that number by 255 to
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get the value that fits in the 0-1 range. </li>
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</ol>
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</ol>
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</ol>
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<p> </p>
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<h2>Indirect Light</h2>
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<p>Indirect light is anything that is not in direct sunlight. Bump and spec
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values are about 30% intensity. </p>
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<p><b>Shadows and Shade</b> </p>
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<p> </p>
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<ol type="a">
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<ol type="a">
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<ol type="a">
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<li><b>ambient #</b>: This is the amount of ambient light added to the
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scene. I usually use ambient to set what I want the darkest dark to be. If
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you go too high the map tends to look flat.</li>
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<li><b>_color # # #</b>: This is the ambient color value.(Isnt it
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obvious?) Use the same method for _color as for the suncolor to get the
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ambient color. This value also mixes with the sun color.</li>
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<li><b>diffusefraction #</b>: This is the brightness of the indirect light
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source. If you use a value of 1, sunlight is not visible.</li>
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<li><b>sundiffusecolor # # #</b>: THis is the color of the indirect light
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source..</li>
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<li><b>bouncefracion #</b>: This is the intensity of the GI calculation.
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Higher numbers result in flatter shading where light is present.</li>
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</ol>
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</ol>
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</ol>
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<hr noshade="noshade" size="1">
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</body>
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</html>
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